﻿#if CONVERT_MODELS
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using static MCSkin3D.ModelLoader;

namespace MCSkin3D.Models.Convert
{
	public class ModelEnderMite : ModelBase
	{
		private static int[,] field_178716_a = new int[,] { { 4, 3, 2 }, { 6, 4, 5 }, { 3, 3, 1 }, { 1, 2, 1 } };
		private static int[,] field_178714_b = new int[,] { { 0, 0 }, { 0, 5 }, { 0, 14 }, { 0, 18 } };
		private static int field_178715_c = field_178716_a.GetUpperBound(0) + 1;
		private ModelRenderer[] field_178713_d;

		public ModelEnderMite()
		{
			this.field_178713_d = new ModelRenderer[field_178715_c];
			float f = -3.5F;

			for (int i = 0; i < this.field_178713_d.Length; ++i)
			{
				this.field_178713_d[i] = new ModelRenderer(this, field_178714_b[i,0], field_178714_b[i,1]);
				this.field_178713_d[i].addBox((float)field_178716_a[i,0] * -0.5F, 0.0F, (float)field_178716_a[i,2] * -0.5F, field_178716_a[i,0], field_178716_a[i,1], field_178716_a[i,2], "Body");
				this.field_178713_d[i].setRotationPoint(0.0F, (float)(24 - field_178716_a[i,1]), f);

				if (i < this.field_178713_d.Length - 1)
				{
					f += (float)(field_178716_a[i,2] + field_178716_a[i + 1,2]) * 0.5F;
				}
			}
		}

#if RENDER
		/**
		 * Sets the models various rotation angles then renders the model.
		 */
		public void render(Entity entityIn, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, float p_78088_6_, float scale)
		{
			this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, scale, entityIn);

			for (int i = 0; i < this.field_178713_d.Length; ++i)
			{
				this.field_178713_d[i].render(scale);
			}
		}
#endif

		/**
		 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
		 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
		 * "far" arms and legs can swing at most.
		 */
		public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
		{
			for (int i = 0; i < this.field_178713_d.Length; ++i)
			{
				this.field_178713_d[i].rotateAngleY = MathHelper.cos(ageInTicks * 0.9F + (float)i * 0.15F * (float)Math.PI) * (float)Math.PI * 0.01F * (float)(1 + Math.abs(i - 2));
				this.field_178713_d[i].rotationPointX = MathHelper.sin(ageInTicks * 0.9F + (float)i * 0.15F * (float)Math.PI) * (float)Math.PI * 0.1F * (float)Math.abs(i - 2);
			}
		}
	}
}
#endif